#Nebulous: Fleet Command
1 messages · Page 28 of 1
its OSPs turn to have stupid bowtanking
Sure, nerf the front pancake stack so front hits go right into the broadside, or whatnot, I don't care if they can't bowtank
I just abhor dealing with Broadside Liner Micro
The furtive Ocello, so easily forgotten
if ANS is supposed to be the missile faction then a hekp buff would be most thematic, I think
I will say the hammerhead liners do still very much suffer from the Secret Point ™️ at which you can take one missile and instantly structure break
oh btw one bit of tech (that ash & gold already found), you want to alternate the plasma and 100mm mounts
because if your nose gets chewed off in a fight it's better if you're still able to do both rather than just one
okay, I'm starting to get how radar, jammer, and missiles work
the missile editor is... crazy
It is, yeah
I'm just gonna say, it's worth the price just for the missile editor, and now smallcraft editor
I do recommend getting some games in before trying to learn every mechanic. You can play vs. the AI, fly TF Oak and have a fine time
yup!
My thought was if I get in a long, drawn-out fight, I don't need the plasma as much later oce they're thoroughly plas'd
But it's probably a good idea tp maintain at least some plas capability
yeah ime it's really for like, the second fight you take
having plasma capability left once you've already chewed through an axford pair or a BB is real nice
or being able to retain some if you eat a beam/missiles
<@&942093958551588904> anyone feel like some pubulous?
Perhaps
I'm almost out of a dota game, 5 mins
I'm good to go
which server we stacking
I'll grab a drink and be in voice
we are in eri 3
Can I join the evil conga line?
probably, yeah
I can try too. Though I'll need to warm up and have some foods today.
I only had the one game in me
It's okayy
hmmm, okay, playing TF Oak feels soooooo slow
you are also basically blind even without getting jammed
Being slow and blind is kinda the Neb experience
this feels like playing Assault mech in MWO all over again, think I will try improve my skill with lighter and faster vessels
Everything is kinda blind
Did you play 1v1s or a 4v4? Having allied sensors makes a huge difference
Yee, and the general standard is 4v4, or 5v5 on big maps
2v2 on Cliff is a great learning space too
but the heavy cruiser still feels sooo slow to position behind asteroid, even the starting turn around take like literal minute
Yeah, that's the Neb tempo alright. Wait until you try and 180 a Solomon (battleship)
hahah
After some adjustment it's kind of nice to have a game where you pay for your mistakes from 5 minutes ago, but it's generally obvious what those were
Especially if it's raider-whiplash-whiplash BB, a drive setup with two turn maluses
Stats said like a 500 second time to 180
jesus
okay, I think the test fire area need to be more clear on the data it can provide you
I know there's console command to see enemy's stats and also move them, but it would be nice if the devs make changes to it
I also just want to blow things up and it would be nice to see them more clearly
There is a command to make everything visible too
yes but I want it to be like, a one click option to make testing things easy
but eh, it's early access
guess it will take a while
Seeing enemy DC boards is also a common request for the testing range, so you can get a better idea of impact on target
yeah!
A bloodbath on Bloodmoon (remastered) takes place in the 4th game I cast during Carrier Night Blood Bowl.
Original stream title: Casted Caturday Carrier Carnage
Original stream date: 2025-01-11
If you like what you see you can catch streams of me playing games live on Twitch under the same name (youtube doesn't like external links).
okay, I found my calling now
light cruisers are so much more fun to play than heavy cruiser
just an AI match just holding down a point to cap and we basically won by points even when the enemy team pummeled us to hell
Light cruisers are a bunch of fun
now to figure out how to make my idea of a CL fleet
the 250mm guns are good, but against heavily armoured ship, it's not gonna be enough if they get too close
also, no bloody reinforced CIC on any of these things
so I think I will remove one the CL and shove in missiles and maybe a scout corvette in
The secret is, your oponent is the OSP, they don't have heavily armoured ships !
The monitor is the closest and 250 AP should be ok iirc
those monitors mauled me :c
got too close
I could avoid the fight by running away, but I was already in the cap circle and we are winning by cap sooo
didn't Monitors get Solomon armor?
250 AP I think technically does hurt monitors but not very quickly and not very deep
Having a few torps in the back slot for monitors used to work pretty well, unsure how good it's now
I've not touched CLs in a while
I've been wanting an instastage HEKP design for anti-monitor duty, does anyone have one that works?
Yes*, but it's meant for ISCL work and uses some weird jank with penaids and backup seekers to get around jamming
I don't think it'd work against PD in small backpack salvo sizes
If you want it for monitors specifically, I've got nothing else to do this morning so I could probably work something up
Fleet 'Double CL' is composed of 3 ships that cost 3000 points:
Setup and Sigh : 'Vauxhall' class Light Cruiser [Gun Missile PD]
Kilt : 'Vauxhall' class Light Cruiser [Gun Missile PD]
The Wary Haven : 'Sprinter' class Corvette [EWar PD]
```This fleet uses 4 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-H-2 Sunray : DIRECT - ACT(RADAR)/[ARAD(RADAR)] - HE FRAG [12pts]
SGM-H-237 Aimless SouI : CRUISE - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [15pts]
SGM-H-395 Guillotine-KP : DIRECT - PSV(EO)/ACT(RADAR) - HEKP [52pts]
@oak shell just grab the Guillotines off here, they're 3km instastage
Thanks!
They sometimes miss their targets because I have them set up to juke AMMs with their terminals, but eh, that's just how it goes
jamming from start to end
It's Friday, and that means it's time for more Friday Night NEBULOUS: Fleet Command! I'm hosting open multiplayer lobbies on my Twitch channel below, right now!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
Friday Night Fleet Command! Open multiplayer lobbies with viewers! Join the discord for access to voice chat - !discord
vastly better fleet than whatever i was doing before or similar. still pretty wonky overall in function, but i like it! i mostly need to practice using the various disparate elements like the EWAR, locks, and missiles more.
Fleet 'Patrol - Light Brigade' is composed of 5 ships that cost 3000 points:
Coy Snake : 'Keystone' class Destroyer [PD Beam]
Airy Paint : 'Raines' class Frigate [Gun PD]
Sin and Photo : 'Raines' class Frigate [Gun PD]
Lida O. Marybella : 'Sprinter' class Corvette [Missile PD]
Thumb : 'Raines' class Frigate [EWar PD Sensor]
```This fleet uses 4 different missile types:
```yaml
SGM-112 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-130 Knife : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-H-300 Atlatl : CRUISE - PSV(EO)/ACT(RADAR) - HE SHAPED [38pts]
SGT-322 Polehammer : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [10pts]
the sprinter is probably my favorite piece of that.
That's a lot of points on PD and DC for almost no offensive output. I'd be concerned about my impact on non-carrier games
A charitable interpretation is that this is supposed to be distributed, as a take on a capfleet of some description
Some of the drive selections seem unorthodox to me, but I took a several big-patch break from this game
oh that double CL fleet looks really goood, exactly what I'm looking for!
Aimless Souls are cruise missiles designed to pick off light ships across the map (like when they're trying to take a capture point), Guillotines have 3km actual range and should be used a lot like expensive torps, and Sunrays are anti-skiff missiles meant to take down OSP radar spotters
also the sprinter has a Whiplash so you can have it on FULL while the CLs are on FLANK and thereby avoid quickly burning out its thrusters
think that's the only non-intuitive bits
I played only heavies for a long time, then at one point last year I decided to try the lights and the amount of ZOOOOOM made me understand why people liked them so much basically immediately
don't like the fight you're in? You can leave! Hit da bricks! Go zoom over to another fight that's more favourable
I still prefer heavier ships myself though, just because they're a bit less stressful to play for me, they don't crumple immediately if you make a positioning mistake
I'm a complete CL addict, I just tend to also strap 2300pts of missile to them
what is the hobgoblin for?
ceremonial arming missile
it's got a little sign that says "NEVER FIRE THIS" glued onto it and it allows you to contest points with the sprinter as if you were armed
because you technically have an offensive weapon
no, but something which does have an offensive weapon will override you in priority if you don't
ohhh
hmm, okay I loaded in the fleet, why does the second CL has erm, not enough power?
spyglass takes a lot of power
fortunately modules will just automatically turn off in order of priority (plus sign next to the power thing gives you a breakdown) when you'd be over power
so if you have all four Defenders on the CL firing at once, the DCC and one ammo elevator lose power
It's pretty common to be over 100% power on some ships, since you only need power for e.g. PD while firing it
otherwise, when 0-3 PD turrets are firing, it's a-ok
You don't really care if you lose some of your buff modules for a few seconds while your PD guns turn on
ah okay
Btw, you might want to look at cruise missile/carrier gameplay as well, they solve the big ship difficulty of being slow to reposition by having a lot of standoff power
in exchange for immediately getting screwd if anyone actually see you
if of course
There are some options for that, but in general yeah
I have a couple missile fleets that use 3x DDs as a chassis, it means you get a few less missiles but lets you go around beaming stuff in the lategame once you've exhausted your payload
And missile Axford with a belly beam is a thing, as Ash And Gold alluded to
(Also, a salvo of instastage hybrids does wonders for deleting ships that happen upon you, though it won't help against craft or hostile missiles)
2x beam DD is my current pure-cruise fleet, it slaps people real well when they pop around your hiding rock
Does it have any PD? Absolutely not
I'm learning! Also, yeah, being able to capture points is good, probably.
I'm almost certainly not the greatest when it comes to optimizing things! I just like to tinker with stuff.
so probably don't look to me for things which are optimal >.>
...I do think that little PD corvette is pretty decent, though.
I have had to recalibrate my Axford gameplay because I can no longer get away with going double greedford and gluing myself to the 7.2km range marker while just barely sliding out of the way of every incoming 450 round
now you actually need to do things other than figure out how to use every mount on your ship simultaneously
OSP now has long range strike capability (again)
Greedford pair with one as 4TC Spy has worked very well for me lately, you glue yourself to 10km+ and orbit dodge until you've attritted the opposition down enough, and then you just run at them
that was the old tactic too, but I am rarely in stacks good enough to feel reliably safe without Actual PD
I've been very impressed with the SDM frigate performance against my Journeyman, I need a doctrine for punching anti-light strikes through the standard sarissa + 40 SDM config
it will probably need more flechette fighters than I'd prefer
I don't think there is one as a jman
as a moorline you just bunch 12 together and run at it and then it dies
that or I push it down with an MMT with a fighter escort on top of it
new doctrine needed
there are so many gun sprinters and support frigates around these days that it might pay to run a wedge of pure gun tugs
please bring pure gun tugs, my sprinter bombers need more targets
the capwar must become more fucked
I've been seeing returns from sneaking gun shuttles into the backline to hunt down sdm frigs. A lot of people aren't even loading a single anti ship strike
They usually don't have the prog channels for it
Gun tug wings are probably going to find prey
Defensive missiles don't use prog channels, so any channels beyond the base (which won't really hurt a ship which is actively drfending itself) are just dead weight in the usual use case
and they're, what, 30pts for 1 in a 2x2 / 50pts for 2 in a 3x3?
Expensive
+PUBLIC TEST BRANCH+
Changes/Features:
Decreased missile capacity of Pike S1 missile pylons to 2 (was 4).
Updated bomb trail colors so they don't look like hybrids.
Added a dedicated server admin !skipmap command.
SALS and TALS launchers will now do a cold launch if firing from the neutral position because the target is out of arc.
Made many optimizations to reduce per-frame memory allocation substantially.
Improved performance of all passive missile seekers.
Improved performance of sensor acquisition cycles with spatial partitioning.
Decreased 100mm Flak damage to 20 (was 30).
DC teams will now prioritize consuming restores from non-reinforced and low-DT lockers first.
Weapons drawing ammo from magazines will now prioritize non-reinforced magazines followed by those with the highest starting quantity of the desired ammo.
Increased max depression limit for Solomon BB MT1 to -2 degrees (was 0).
Reduced dust particle density on Canyon.
Bug Fixes:
Fixed craft not checking for correct aspect on missile targets.
Fixed being able to vote-kick server administrators.
Fixed players being able to cancel dedicated server debrief end by changing their ready state when the !enddebrief command had been used.
Fixed Vauxhall MT5 being too high.
Fixed bomb trail VFX being culled when still inside camera frustum.
Fixed AI ships not approaching a target they were ordered to scout if there was an unobstructed view but it was out of range.
Fixed white highlight circles remaining in space if a track was lost was hovered with the mouse.
Fixed craft cruise distance remaining display not accounting for if HBRN was on.
Fixed missile seekers being pulled off targets by signatures which have had their radius increased by a modifier.```
I just noticed the last bug fix, no more stealing ARAD missiles from across the map as a MDLN
Fixed being able to vote-kick server administrators.
Finally, I may operate with impugnity
(I'm launching the server on main branch still since I don't think we want to swap to test 16 hours before boat night)
Nor mine hijacking with a rail on a BB
Huh, I thought they had their own unique sensors that didn't care about radar sigs
To arm that is
Yes, but if you ran a corvette in you could redirect all the mines to the much larger, out of range BB with a rail
Ah, gotcha, makes sense
It was Act usually but yeah. But also have noticed hybrids fired at a MDLN staging early just because the sig was so big
so what's the difference between the 35mm Flechette and Slug?
Slugs are cheaper per unit, and do more damage
Does the flechette have a bigger AoE?
I'd probably just do gun shuttles
<@&942093958551588904> openedthe channels o/
a pair is pretty effective I have found
I'll be around shortly
likewise
ditto
i'll be on soon
I'll be a bit, should be there for game 2 at the latest though
I'm in the airport sorry
perfect place for it
play neb on airplane wifi
No
one frame per hour
@astral pumice this is the usual time for weekly in-house games, you'll need the role to see the channels, but if you'd like to join you're free to
@misty storm you here?
<@&942093958551588904> last call before we start game 1
how long would a first game be
i might just throw myself in even though i forgot half the game
someone wanted a SDM-1
SDM-111 Ranseur is a size 1 missile that costs 9 points.
Fleet 'Greedfords' is composed of 2 ships that cost 3000 points:
Punk Golem : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Giant Free : 'Axford' class Heavy Cruiser [Gun PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SDM-111 Ranseur : DIRECT - CMD - HE FRAG [9pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
carriers are truly so much fun
Fun graph of server utilization over the course of a match
I can't even imagine what might happen in single player campaign mode, where the point system might get its back breaking wide open
(it's all 6ks and 12ks)
I suspect that's part of why conquest was scrapped, very hard to balance a gamemode where you can roll in with 30k of missile boats, wipe the opfor with a salvo, and trundle off to do that another 16 times
the only reasonably definitive thing I've heard on conquest fleet comp was an allusion to "BBs with 60 decoy S3H"
yeah I think beyond a certain point you also run into like
just what peoples computers can handle
Yeah, that's a major issue with those occasional 10v10 games people have hosted
I suspect they're completely untenable now that carriers are out, unfortunately
Anyone know what the damage rays on bombs are? I've heard both 75 and 80
There's a few casts of post-carrier 10v10s up on YT
The one I saw started at like 30% tidi and was like a two hour vid
I actually managed to get into one of those. People only started crashing out (or maybe just quitting) after a good bit of time dilated gameplay
IMO it even goes one step beyond that. In a strategy game at that scale, you should be doing everything you possibly can to avoid taking a fair fight. It's literally in the art of war, lol. Unfortunately, that leads to rather boring, one-sided battles.
Tbh I think the conquest setup had a lot of potential (other than the exceedingly fucked travel time issues)…. If it wasn’t meant to be a cool framework for an rts
Like honestly I would play a game that was what conquest in the devlogs was panning out to be if it was just ‘autoresolve: fleet command’
AIUI the one sided battles weren’t so much of an issue, as seeing what you could pull out of a doomed fight was one of the cooler things testers did
It was the big decisive deathball vs deathball fights that were an issue
The only thing that could fight a dozen Solomons was either another dozen Solomons or an overwhelming pile of hybrids
<@&942093958551588904> sunday pubulous, anyone?
I'd be up for it in 30 minutes, so probably game 2
I got hekp'd in my hammerheads. it's back again
😌
ate a hekp missile in my brick, can confirm that it's back
I've surrender CL'd enough people that they're resorting to hybrids once again... nature is healing
does anyone have a good post carriers escort frigate for a axford? i want a single axford fleet but i dont really like double railstones
trying to dial this in. any suggestions?
Fleet 'Axford + Escorts' is composed of 4 ships that cost 2969 points:
Windy Pearl : 'Axford' class Heavy Cruiser [Gun PD Missile EWar Sensor]
Scrub Leek : 'Raines' class Frigate [PD Missile Gun]
Hex Ranch : 'Raines' class Frigate [PD Missile Gun]
Saute Fall : 'Sprinter' class Corvette [Gun Sensor EWar]
```This fleet uses 2 different missile types:
```yaml
SDM-225 Tornado : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [4pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
got it to 3000 pts
Fleet 'Axford + Escorts' is composed of 4 ships that cost 3000 points:
Windy Pearl : 'Axford' class Heavy Cruiser [Gun PD Missile EWar Sensor]
Solid Value : 'Raines' class Frigate [PD Missile Gun]
Above Zap : 'Raines' class Frigate [PD Missile Gun]
Five Plus : 'Sprinter' class Corvette [Gun Sensor EWar]
```This fleet uses 3 different missile types:
```yaml
SDM-220 Naginata M7R-X : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-1 Repo Freeze : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
@junior heron this is the damage I was extremely confused about during that match btw
If we were playing against OSP I'd assume gunpod bombers, but I have no idea what did this from ANS
Note the 4 crits in each compartment as well
Must've been
Or a beam
Wasn't a beam, and they tend to wander around more anyway
I suppose a torp with a hit at just the right angle that all the rays went into only those two guns, I'd just thought their damage cone was wide enough it'd hit the neighbors on the far side
That layout has a lot of empty space right beside those guns, and I don't remember where exactly the modules are but they're small-ish and could be missed
that makes me think HEKP hitting side
at an angle that doesn't clip opposite guns
For a vauxhall centric fleet, is 3 vauxes better or is it still 2 vaux 2 sprinter?
I prefer triple Vaux, but I've gotten decent work out of the utility you can get from having missile backpacks on 2 vauxes.
i just noodled this out
Fleet 'Vauxhalls + Escorts' is composed of 4 ships that cost 3000 points:
Mark The Time : 'Vauxhall' class Light Cruiser [Gun PD]
Sad Clunk : 'Vauxhall' class Light Cruiser [Gun PD]
Alike Skim : 'Sprinter' class Corvette [Missile Sensor EWar]
Fatal Drama : 'Sprinter' class Corvette [Missile Sensor EWar]
```This fleet uses only one missile type:
```yaml
SDM-220 Naginata M7R-X : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
You need some kind of comms jamming. I'd also bring a few ADs since you have room on the Sprinters to do so.
also: 4AEs
Fleet 'Vauxhalls + Escorts' is composed of 4 ships that cost 3000 points:
Elite Pong : 'Vauxhall' class Light Cruiser [Gun PD]
Solar Chill : 'Vauxhall' class Light Cruiser [Gun PD]
Fixed Chess : 'Sprinter' class Corvette [Missile Sensor EWar]
Own Brush : 'Sprinter' class Corvette [Missile Sensor EWar]
```This fleet uses only one missile type:
```yaml
SDM-220 Naginata M7R-X : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
Yeah, looks much better.
ok
thanks
i know you get a crossfix if you do two elint sources, but dont you get something even better with 3?
Not that I know of.
ah, ok
That was my first thought, but I don't think HEKP deals enough damage instances to proc that many crits
You get somewhat less inaccuracy, but the more important thing is better coverage, they're much less likely to be occluded by a rock if you have three points
whats a good replacement for the rocket shuttles on this starter fleet? im fine with them still being shuttles, i just dont really like the rocket shttle gameplay
Fleet 'Wulfenite Squadron' is composed of 4 ships that cost 3000 points:
Black Swan Event : 'Journeyman' class Light Carrier [Gun PD]
Free Real Estate : 'Marauder' class Line Ship [Gun PD Sensor]
In Your Base : 'Ferryman' class Clipper [Rocket PD]
In Your Walls : 'Ferryman' class Clipper [Rocket PD]
```This fleet uses 2 different missile types:
```yaml
SGM-122 Nechako III : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-151 Sechelt II : DIRECT - ACT(RADAR) - HE FRAG [2pts]
My usual shuttle setup is 2 T20s and a chaff box
That might not be effective with the new craft meta, though
I want to try one T20 and two pavise
alright
T20, pavise, chaff box is an old standby that still works. You should be able to get 3 for the price of those rocket shuttles
ok
Alternatively if you want to go with the same vibe of team support, you could replace them with a Draugr that has an LRT or EWR to assist the team with sensors, those systems are always useful and in demand
hrm
anyone have a levy thats on the cheaper side? i wanna do a fleet thats levy + vauxhall + other stuff possibly
maybeeeeee ~1500 pts?
the 2000 point one in the starter fleets is a tad much
Hello Spacers! We've got another round of bugfixes and optimizations, as well as our first balance tweaks. On the balance front we've cut down the number of missiles the Pike can carry, which had previously escaped being cut in half in testing like all the other craft, and decreased the damage of 100mm Flak. These are pretty minor but should add...
yess
how much does a typical levy run?
capfleet levy 1200-1500
double levy 1500 (natch)
single levy 2000-2.4k (anything above that is a bad single levy)
A small complement. 2 large pads limits how big of a strike you can launch
My cap support jman has a wing of 4 to remove problems for my cappers
Hotfix - 0.5.2.4:250127-2339
Bug Fixes:
- Fixed stationary object signatures (e.g. chaff) not being detectable if they were recycled into the same octree leaf they were in during their previous use.
Bit of an oopsie in the patch
Is the strike craft display thing working properly now?
I don't believe so
ah, I just spectateced some matches to learn a thing or two and it's like
yeah I can see why people want to play this because it feels incredibly good when you see you entire barrage of rockets or container missiles slamming into a ship
or when you get a perfect beam ambush
or when you split your strikecraft who are being chased into two groups, then have one come around from the loop and kill the chaser
I'm partial to the quiet satisfaction of stepping around the rain in an Ocello
Or a well-plotted cruise strike curving around a rock to the perfect stage location
I've recently had the opportunity to again work on concept art for the latest update of the fabulous game Nebulous: Fleet Command, the Carrier update!
I can now happily share these concepts with you in this thread!
🧵
(1/9)
www.youtube.com/watch?v=CJJi...
Carrier update concept art thread!
Oooh
also it's like erm
i know the protectorate is the 'harder to play' faction
which mean if someone do player protectorate, it's probably a veteran players
but I basically watched a bunch of fights and the OSP won all of them?
OSP has done quite well out of the carrier update. For my money it's that ANS has ended up in the spot that OSP has historically been in where things the average player wants to play isn't the core element the team needs to win. This means it's very easy to just end up with not enough frontline/cap elements and you just lose
The "new/returning players just want to play ANS" is also present too, but fading as I'm seeing more vets intentionally unstacking lobbies or setting handicaps
ahhh
several possible reasons, probably a little of each
- Carriers have thrown a big wrench into the works and Alliance needs to figure out how best to respond, moreso than Protectorate does since the Protectorate has the stronger voidcraft arsenal
- Alliance has historically been able to roll over Protectorate without much effort, so people playing them aren't used to closely coordinating their team compositions, but now things are much more even
- Alliance is more attractive to new players due to the wet navy aesthetics, so Protectorate teams have more veteran players on average
- Protectorate perhaps did legitimately come out of the update with stronger tools that now need post-release adjustment
does protectorate really has the stronger voidcraft?
I heard it was something like, ANS has stronger interceptor that can eat smallcraft alive, but OSP has stronger bombers
Yeah, the OSP craft are generally more capable in a dogfight, though for fighter vs fighter the biggest determiner is who brought the better missiles for the situation
if it's guns only, the Barracuda will eat the Tanto alive. As it should, the Alliance is bringing aircraft to a void fight
ahhh
Coilguns change the equations but they also double the cost of the craft
I feel like carriers have also filled out a lot of gaps the OSP has historically had difficulty with, while ANS already had the ability to cover many of the same roles
maybe it just takes time to adjust
but it does seem to be like ANS needs some more dedicated anti-smallcraft/missile designs
the 80 sdm box can do a good job zoning
flechette cudas are pretty good against shooting stuff headed straight for them though which is a bummer
They're really good at messing up light strike journeymen, I'll tell you that much
I'm thinking about shuffling stuff around on the multirole Moorline to make some R2 boxes optimised purely for SDM box hunting, although that requires aggressive cruise corking due to sarisssas
I’ll be honest I don’t actually think that’s true right now
At the very least, it’s what others have said, that the simple stuff is good on OSP right now and therefore not good on ANS
Also yeah, the 650 point PD jman is imo by far the best method of outsourced PD the OSP has
Protectorate pickets felt really scuffed pre-patch, and I really like the role the cheap J-Man fills, especially because you can also put a little bit of like, bombs or something in it to get your own finisher weapon
like, an entire squadron of halberd for PD?
ahhh
I assume the 650 points comes from just making the PD jman carrying only one squadron and basically nothing else because that's so little point
I do feel like a lot of ans teams have kinda got away with doing whatever in the past
while osp has had a very narrow range of effective strategies
and now I think ANS has a lot of similar limitations
Yeah turns out having the best missiles and best gunships was a big deal when missiles and gunships were the only ways of fighting, and the OSP had to be weird and creative to even try and close that gap
It carries three flights of 5
But not enough to fit all 15 with the fancy pd loadout, so it’s effectively 10 fancy pd fighters and then a bit of other stuff
Honestly halberds are just too expensive and too slow to really do the job I need for my liners
I think the eo cheatvision pike is also pretty good
I honestly don’t know how those work
now that missile cam is gone being able to get a visual at like 7km? range is great
you set them to acquire target and then you a) get a near perfect track and b) get a visual
yep
So so gamey
you still see pd firing in the void of course but there's only so much you can know from that
Oh huh
I have just fully not been using them right
That does sound really good
you have to do it with the shift click context menu thing I think
I couldn't find another way to get it to do it either
and you need a direct line of sight ofcourse because you are literally looking at the enemy ship
Yeah
I’m surprised it’s a good track and not a goddawful visual one tbh
That sounds kinda crazy strong
lark included a couple in the hammerhead list and they're so good
I've been enjoying using the EO Pike as spotters for the Box Boat
I might take some on my escort jman then, dang
what I think also works but haven't tried myself
is that you can EO look at winard crossfixes
which just sounds crazy good to me
EO pikes do need a radar track to look at so it doesn't quite counter jamming entirely
yeah, I've been comboing them with the advanced radar skiff
yeah and I think ans needs to have to S2H to throw at those
the modern version of missile cam is the EACT HEI container with giga range
because when your act seeker picks something up you get a nice line giving you the exact location of whatever random radar sig your container has acquired
you don't get visual but I've found good targets with that
in that Tombstones game I managed to smack a destroyer around by tagging it with a search box and then following up with rockets along that vector
hilariously it doesn't care where the crossfix is relative to the target ship, so if you have two wings of one skiff each on guard order around your pike or vice versa, you can fly the pike around and tell it to look at the hilariously inaccurate crossfix
and it will snap to target, fly to the right range and get you an EO track even if the crossfix was literally off by 180 degrees
that's really goofy
All I can imagine now is a guild navigator inside the pikes getting so high they randomly guess exactly where the target is off the world’s worst crossfix
the team I'm in for the upcoming tourney is "the guild"
we have a logo and everything
he shall know your flightpaths as though born to them
I cannot confirm or deny whether we have spyglass frigates over Arrakis
I wish I could play in that tournament but like half of the possible brackets would be impossible for me to be awake for
haven't actually tried the crossfix precognition build in a game because having three individual wings of 1 craft each flying around as my scout units is just infuriating
I would rather just rock the adradar skiffs
but in theory it works
Who else is on the team?
misc if you win, loan me your plush aircraft so I can pose vinny with it
The tournament does seem fun (and this one also seems better run) but it is also just so much time to commit to
“How did you know to mount your bullseye on the rear of your ocello?”
“It seemed the right way”
absolutely no way we win, we are by no means the highest-skilled outfit around and we are spending a lot of time planning entertaining meme lists
we are going Diotor Mode, we just want to get a few laughs and maybe a couple of decent hits in
me, Secretmink, Star and Potatomaster, with Vren as reserve
Not a weak team tho
it's an all-tester outfit because we're deploying all the stupid memes we didn't want to waste valuable testing time on
Hah
and yeah, we're not nothing but I'm sure the HEKP Mafia and the SCCC will be entering at least one team each
and presumably not meming
My bet is on Hunter, Snipes, Hermann, and [forgot the fourth but they're strong too]
yeah, they'd be my no. 1 seed too
TBH they might meme too but their memes will be "oh god why who could've prepared for this??"
Arroyo Vista also looks very strong, Brygg and Das are both very competent
Das and I do a decent amount of fleet cooking together and we've always been very evenly matched in the cap game, but he's the stronger liner player
I... would like to play in the tournament but it doesn't seem like I'm going to be able to find a team :^)
damn there is a tournament?
Yeah, being organized on the main NebCord
There's still time to sign up, including a few partial teams looking for members
its snowplow naming season which I think works great for OSP ship names too
Snow Country For Old Men is brilliant
thats where I'm at too
gotta go to work lmao
Why do I think that experianced players only bringing 3000 points, would easily squish a 6000 points fleet I make?
I remember me and some other pnet veterans have done that to a pub lobby before
having fought 2:1 quite a few times, it's brutally difficult but we did win at least once
mostly I just about kept my Axford alive long enough for Tron to beam everything
yeah lol
I mostly remember that match for the guy who said "strike your reactors" and then drove blindly onto a point and died
1500 capwar is hell, but if they only do capital ships you can go super hard on mines and try and get a cheap kill
most competent Honor Harrington villain
lmao
honestly if we had to do it again I
'd probably want to do it on OSP tbh
Jman + a ship or two and 3 hammerheads + ship would be pretty doable imo
I need to do 6k v 12k for the achievement at some point, yeah
journeycaps kind of works, yeah
you do 1040 strike jman + skiffs, then squeeze until you can get two mine shuttles
while ever lineship fleet brings a couple of their own
yeah
medium-cost hammerhead + MMT/some doritos is probably as good as you can get in 1.5k imo
if you're looking to do the super defensive strat we did at least
they're basically beamstones
their main threat weapon dies when I shoot them bow-on?
tron plz
I mean they share
some other characteristics
nose authority is important? they do a bunch of damage?
ignore the fact that the hammerhead is way tougher and faster and double the cost
this comparison makes sense
They have limited range, not much armor, ...engines at the back...
beaming you with my mind
it's a power you get once you hit commodore
;_;
and outspeed me
and outmaneuver me
and outtank me
can't outjam you though
And outcost you
I mean. You could bring jammers and an EO Pike
I am honestly eating pretty good with the 650pt beamstones lately
OSP is pushing in close for me to jump them
Beamstones feel quite spooky nowadays
I need to update my beamstone designs, the lances (so named because they break once you use them in a fight) do not cut it anymore
(I'm very salty that OSP has once again gained access to a "no, actually we can just disregard ewar as a mechanic" tool)
I think the pikes are pretty fragile as one of those tools but yeah, fair
I don't really know what the first one was though
Yeah, I don't think they're necessarily unbalanced, I just dislike it conceptually
EOtainers
Ah, I assumed you meant bloodhounds
luckily those are not very good so, yknow
Which also demonstrated why it's so unhealthy, because it meant there was precisely one viable seeker, which really delayed a lot of the good balance changes that came about after they removed EO from OSP
yeah that's fair
I like the pike from the perspective of OSP being the strikecraft faction
At least those have to interact with ewar to a degree, even if that interaction is just "stay at least 10k out"
Though tbf so do EO pikes need a track to get the EO ball
Pikes live in a similar space tbh. If they get too close they just get shot down and not being able to move back and hold a designated track is a problem in a high EWar environment
Yeah, it's definitely not a big issue, just something I want to grumble about
I do think it's a somewhat fraught design space
But tbh ans gets a lot of things that are kinda fraught
And they definitely have the tools to deal with it
Interesting observation from the testing range, it seems like ARAD seeker ignores craft radar, but ARAD validator works fine
<@&942093958551588904> would anyone like to play some neb?
I could do some stackulous in a few mins
If you're willing to drop the "tougher" part I bet I could get one in for 800 pts
They're very hard to fit under 1k, just because you spend so much on guns and ammo
the tougher part is pretty integral
I don't really think you want a cheap one tbh
you'd have to make so many sacrifices
I just got home 😄
I am immensely proud of the Autumn of the Storm's single Tanto, he accomplished so much this match
dang, impressive
they built your liner wrong as a joke
new anti-bomber device looks promising
anti-cuda proofing will occur after I have a nap
S3H frag
weaves through the flechette and gets a big collateral
I call it the LATD, Low Altitude Terminal Defence
after a very silly cold war missile
but I think three or so people developed it independently at roughly the same time, I can't exactly claim sole credit
the pd s3h, same difference.
technically that was two shots but I'm averaging a solid three kills per missile
seems unhinged but anti sturgeon devices are welcome
torpcorv with 3-4 of these and 2-3 torps has returned to exact vengeance on the skies
what's the point cost on it?
15-17pts each, also kills skiffs
oh that's not bad at all
(occasionally whiffs because side shot, more reliable on bombers, but it almost always connects even if it fails the roll)
you can run a backpack of those no problem
guess it's annoying if the enemy isn't bringing sturgeons but it's a safe bet right now
I saw one of these take out seven cudas in one shot
although they weren't defending themselves
the only real sticking point is getting a good enough track, not sure if it works on frontline or whether you need para
some fine tuning still to do
if they only have a Jman you basically have a counterspell for any one of their strikes, it's hilarious
well, if you can cuda proof it anyway
it'll kill anything it's actually fired at
but with a warhead this big the stage range is only just longer than flechette range
so if they fly out in front of the bombers you shot at they can probably spray it down in cruise mode
I need to tinker with it and find out if I can keep most of the multikills while adding some stage range
I'm actually not sure how to counter it
act lunge or something maybe
auth is an issue though, craft tend to shoot everything that works on missiles at planes
a cuda escort out in front probably does the trick right
and if you decide to splash that squad instead the bomber gets through
yeah, lots of formation nonsense
I send four cudas ahead in 2km-spaced single file to waste their ammo
escorting my bomber with more bombers like I'm the 8th airforce
Same way you counter backpack cudas as AN
Sweep ahead with manually microed fighter escort so the (defensive asset) doesn't just spamclick through to your bombers and fuck the attack run for free
Fighter screen for your fighter screen
I did toy with the idea of wild weasel fighters
with AMM loadouts for fighting the missile frigs
but it turned out gunpod and such was fine enough
but with these I can see it being good
tbh, the AMMs won't stop it once it starts sprinting and if you get it before it starts sprinting it dies to flechette like everything else
you've just got to be on point with your fighter cover
Misc when you work this missile out would it be possible for you to post it here? I should probably make a playable ANS fleet at some point and I'll be damned if it isn't a backpack axford
I was wondering if the depression changes made rocket liners viable
the answer: only at hitting your own ship
lol
give it the lore accurate defender
it's time to give it a spinal beam
please
really need to knuckle down one day and rebuild some of my fleets
emphasis on "some" because i only remember one of them ever working, and one other working at being very funny
How’s the R-3 Spearfish?
very good, probably best bomber loadout
…and for containers?
no idea, probably also good
I haven't seen a container liner since the carrier update honestly
Guess what boy what I’m trying to do here

I’m not convinced you can do what makes spearfishes good with containers
They’re probably still fine but
the directed one is the boosted self screening jammer
the regular SSJ is an omnidirectional jam
Also does Wave maneuver work on container?
a little
Yeah that one, but in playing it does nothing
huh, that's weird
I'm pretty sure it's been working on my containers - what's your setup?
Like 20mm still hits precise even when 20 containers all with BSSJ are pointed at it
ah
doubtful
also, weave on containers isn't nearly enough to dodge 20mm
you need a mix of decoys, BSSJ, and all corkscrew
So BSSJ in itself isn’t enough even en mass?
and a healthy dose of acceptance
also, if they're submunition containers, when they stage, the penaids will shut off
(because the container is no longer there)
I imagine BSSJ also sufferes from the jammer stacking thing
The what?
correct, as well as being able to pass offset tracks to the jammed ship
What’s jammer stacking thing?
Also how many G's does a container need for Cork?
Diminishing returns.
Around 2, I think?
It's somewhere in that range
I think pure container liner is a bit awkward but I think carrier with 1-2 banks of containers is potentially pretty good
I think you really want a lot of control of the airspace to container to stop people just intercepting them with tantos on the way and thats tricky with a full container liner while also having enough frontline/cap and such
and broadly people are bringing a lot of defenses against planes that are also good against containers
which makes them a bit awkwardly positioned
but I think like a couple of banks with maybe one set for big ships, one set for little ships, one set for finishing stuff off / wide searching for scouts with no defenses / killing anything without a defender and tantos on hand
something like that, might well be really good
I found R3 boxes to be pretty decent in testing with 2 seekers + decoys
and designed to launch the r3 just at defender range to get the most decoy value
If you go traditional support boxes with decoys and HEI containers you can load the last box in your salvo with kbu2 bombs to make the damage stick.
It's very satisfying knocking out a Solomon on the first strike
kbu2 containers seem very expensive
Not really because they don't hold a lot. You can only fit 2 bombs with a good cruise stage, so it's pretty affordable
oh right yeah hmm I guess using the other boxes to screen for it
that kinda makes sense
Yeah, bypassing poor pd pen is nothing new to containers. You've got decoys to beat 20mm and the classic HEI boxes to soak any flak
I guess PD prioritises the S3
Time to impact is the other critical factor, which is why containers + conventional S2s pens so well. Containers eat range pd on the decoys and as they get close the faster S2s cause the pd to focus on things that aren't the containers until too late
I think the KBU2s at the end are more for finishing off something that eats the container strike without having to spend more time on it
if you're hitting a salvo of 10-12 containers, those last 2 or 3 almost certainly don't need to worry about PD
thats true it does like, finish off components well
that is their main point, big damage rays
but I think getting the full 10-12 salvo requires a full liner which I'm not convinced of
yeah for sure
I could see bombers and then having bomb submunition containers in a rack, but that's a bit junky
bombs just have such a long loading time for what they accomplish
I've been toying with bomb submunitions on the back of gun liners as finishers for stubborn capitals. They are great but the opportunity cost for the mount is so high
I have a monitor group that has like
6 monitors with I think 4C90 3plasma 5T30
and each one has a 2 container thing
giving a single volley of like 12 R3+decoy containers
which can basically fairly reliably get an axford or heavily damage a bb
having a bomb one on the end of that would be nice but it really complicates the micro
I’ve been thinking about putting the heighliners back together but the lack of programming busses makes it really really rough
yeah monitors having 2 channels was the thing for me trying this
its seemed pretty good but it is a bit awkward when you run into like not capital things
I did like my container monitor build pre-patch
I feel like the guns are pretty well equipped to handle that no?
well I tried it and first couple of games went well
last game was endless beam dds and one beefore was me as the only frontline getting hit by bombers constantly
and in both cases I kinda wish I just had more regular monitor setups
mmm yeah beam DDs are a little rough
fuck, i missed grabbing the second bit
they said they enjoyed googling the definitions of words
<@&942093958551588904> anyone up for some boats?
Shure
I'm going for a quick walk before the sun goes down, but I'll be down to boat in 30ish mins
And I actually am a functional person today!
Was the pitt built at least using SAH S1s with the illuminator?
yeah you know mine
equivalent in strength to 1 whole hammerhead
honestly not anymore lol
it has changed post patch I think
i'll have to post the newest version then
and in this game, there was yet another creature
Gaem?
I could hop back and play 1 or 2 more
AIUI the best container loads are R-2 (more damage, good vs defenders), R-3 (good vs flak), and KBU-22 (pricier but k-kills)
Aww. There's Nebulous noises happening right now?
I'm currently busy, aaah.
I'll be like another 90 minutes before I'm free. Though then it will be almost 6am.
I've played like one game since cariers came out.
Eeeps. Only just now. And almost 7am.
Are containers still viable?
Yes.
How you use them tough?
BSSJ doesn’t do anything bc even in spam the containers RCS is too large
Decoy launcher didn’t helped either and CDL is too expensive
decoy, r3 or r2 submunition containers, 21-22km range, act/[wake]
mix in some act/[wake]/hoj
or pay for a CDL and make them all act/[wake]/hoj
¯_(ツ)_/¯
And maneuvers any?
Fleet 'ZGB10' is composed of 1 ship which costs 3000 points:
Zurglegurglebergenstein Exhumed : 'Moorline' class Line Ship [Missile]
```This fleet uses 4 different missile types:
```yaml
CM-4 BX 2 : CRUISE - ACT(RADAR)/[PSV(WAKE)]/HOJ(RADAR) - SUBMN [11pts]
CM-4 E : CRUISE - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [14pts]
CM-4 E2 : CRUISE - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [8pts]
CM-4 R : CRUISE - ACT(RADAR)/[PSV(WAKE)]/HOJ(RADAR) - SUBMN [8pts]
truly delightful name
hrm
would a jman with cap support stuff be harder to micro than a monitor full of yub? im thinking about modifying the osp cap starter fleet since i dont really like the yub monitor
and i think that some fighter escort would help give the edge in cap war
id assume a pocket carrier monitor would be inefficient?
depends what's in the jman. A pure fighter escort carrier is pretty set and forget to run
and fairly cost efficient really
if you are trying to juggle toy bomber and scout wings then the micro draw goes up quickly
Fleet 'Caps' is composed of 8 ships that cost 3000 points:
Famed Prowl : 'Flathead' class Monitor [Missile]
Wound Web : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Sound Piles : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Burly Deeds : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Many Bane : 'Ferryman' class Clipper [PD Gun]
Void Stoop : 'Ferryman' class Clipper [PD Gun]
Aware Fast : 'Ferryman' class Clipper [PD Gun]
First Hustler : 'Ferryman' class Clipper [PD Gun]
```This fleet uses 4 different missile types:
```yaml
SGM-101 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-22 Sunfish : CRUISE - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [6pts]
SGM-247 Slider : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [8pts]
I know there are jman builds that put in work all the way down to 750 so it's probably easier to go to a jman there
Like my equivalent build sacs an MMT for some toys on the carrier, but you can easily carve down that cost
Fleet 'Half capping' is composed of 7 ships that cost 3000 points:
The Lacy Flesh : 'Journeyman' class Light Carrier [PD]
Magic Forth : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Shawl Size : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
The Snug Dowel : 'Ferryman' class Clipper [PD Gun]
The Inept Briar : 'Ferryman' class Clipper [PD Gun]
Feat Wry : 'Ferryman' class Clipper [PD Gun]
The Shy Pine : 'Ferryman' class Clipper [PD Gun]
```This fleet uses 6 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 Demister : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-161 Voidsweeper : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-211 Obstruction Remover : DIRECT - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [8pts]
SGT-306 Bludgeon : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [13pts]
SGT-309 Poleaxe : DIRECT - ACT(RADAR)/[PSV(THERM)] - HE SHAPED [15pts]
The cudas are just guys + some secondary loadouts and the sturgeons are certainly not optimal, but they are nice to give me an option to dislodge axfords
The pikes are an easy cut if you trust your team to bring their own spotters
ok
whats the typical loadout for capguard?
also ive got one from misc it seems, ill ask him too
Misc will know better than me, but a set of R1s lets a wing of cudas punch out enemy cappers easily
enough R1s will also threaten up to keystones (well bigger if you have enough rockets)
No clue on the perfect recipe I'm afraid. Probably best to assume the R1 strikers aren't going to dogfight but 🤷
I think it's pretty optimistic to hope a Jman will have less micro than any MN, they're similar in terms of course designation and salvo counts except the Jman has multiple loadouts and... keeps taking micro, rather than being fire-and-forget
And ideally the Jman gets extra salvos from their flights coming back
I think fighters are more constant upkeep
but good missile pathing can be annoying and fiddly
R1 pods and a bomb, or S2+S1 to cover it
are common setups
ok
the long nightmare is over
I don't know why Lys went with changing 35flech point cost instead of doing the "pods take up 2 slots on the wing for both fighter types" concept, but we'll see
got it's so weird to be in an era where the big elation-inducing changes are OSP nerfs and ANS buffs
eh, for me specifically these are things I've been asking for for a while
so there's a little bit of extra elation there
jesus christ, osp really hit with the holistic hammer
I'm pretty on board with the ANS buffs, much less on board with the OSP getting every almost every aspect of their strikecraft nerfed
Theoretically that makes 35mm slug useful for OSP rather than just "OSP has better 35mm"
yeah why does 35 slug exist?
long story
But if it costs 20% as much I'll bring it to token arm skiffs
honestly I wonder if the t30 will ever get it's DP back
doubling the costs of R3s is brutal
while also buffing ANS"s ability to knock out bomber strikes
R3 and flechette both getting tapped with price bumps will stretch moorlines a bit
I am mostly sad for the death of my 1.8k moorline idea
tbh I really like there being a proper kill for big ships
Take a torp, rip out everything but the engine and an equivalent warhead, no seeker, no nothing - that was 4pts.
The R3 is now, without looking at the exact S3T engine values, presumably a literal unguided torp now instead of an unguided torp which performed better for half the price.
yeah I dunno personally I think if you get got by the 3k ship capable of fielding a proper bomber strike... thems the brakes idk. It's a bit of a kneejerk reaction on my part for feeling like OSP finally gets something good and is then immediately battered to death by the patch hammer but
yeah thats a bit how I feel
sturgeon bomber loadout (can't be defeated by softkill, can k-kill reinforced ships): 5pts
AN bomber loadout: 28pts
trust me. way overdue
the other option was presumably what I was arguing for in the past, which was giving AN their own unguided weapon
and in every single respect that just advantages OSP more, yeah
it's a direct bomber to bomber comparison
yeah but it means its not 5-28
its like however much you get out of two leveys vs 1 moorline in good strikes in an acceptable bomber loadout
yeah
it's not even close
yeah which is fine to some extent
not really
I feel like OSP deserves something they're better at than ANS
OSP is supposed to be the strike craft faction and need strong strikes to deal with the big ANS ships
and they keep strong strikes, just not at a fraction the cost of AN's own bombers while having strike fighters that can defeat their dedicated ASF and kill cap ships in a single run
I guess to me it comes down to like
how many R3s you need to break a battleship or axford pair with the speed nerfs
assuming proper building
yeah
ideally you should have to pay money for torps and suffer through softkill like AN has to if you want to break capital ships
instead of using the incredibly cheap, softkill-immune option against every target bigger than a sprinter
I think broadly R3s should be less good against other things but as good against capitals
unless they make softkill a real choice
that's well and good in the abstract (and presumably what the speed change was meant to target - making them less good against vauxhalls and other maneuverable hulls), but a good player would just fly sturgeons right up to you, right-click you, and then you died
yeah
look I don't want to do some bell curve meme of just shoot them down but like
...I dunno just shoot them down, yeah
use your breadsticks and fighter cover and sarissas and whatever
launching at 4 is messy af
you can get dodged
I have had it happen
you see, if the OSP carrier player was competent, none of those would work
and all of those have been very specifically buffed so they ideally should now
(except breadsticks)
Insert my eternal rant of "your opponents are allowed a win condition" here
I've dodged maybe half a salvo at that range
I honestly did find myself getting really annoyed about the instant-deletion, seemingly regardless of how I could play
those definitely can work
I have played against good players and you do lose a lot of strikes especially against battleships with proper escorts
Yeah, enabling the counter tools that should have been working better is a good use of balance patching
grouping up with another capital didn't work, sneaking around didn't
I guess I just need to figure out more proper escorts
the problem is really that like anything softkillable is just kinda unusable against anything axford and up
anything softkillable is unusable against any frontline that knows what it's doing and is built properly
yeah
this
breadsticks fucking own random sturgeon waves just driving at targets
A single PD sprinter closer to the incoming bombers also routed strikes
yeah, it's a very awkward balance tightrope to walk between "okay a good OSP carrier player pre-this-patch could just cycle as many sturgeon strikes as they had ammo because their escort fighters were better in every respect than AN's, they had more of them, and they could use them to shoot down anti-bomber missiles" and "most of the playerbase has no idea how to competently EMCON softkill"
this also obscured how bad the Levy was
I guess ultimately like
yeah I mean that's my thing is I'm fine with ANS getting better tools to fight back, but bashing OSP carrier play over the head with a rock feels
excessive
I would rather they fix the escort fighter issues
rather than nerfing R3
I think once you get a strike properly through you should get the reward
if the issue is thats too easy that should be fixed
I want the OSP to have something the ANS player has problems with! I want OSP to have long range strikes!
but expecting osp to like, use torpedos that are useless against a decent player
is absurd
and that only leaves R3
unless they decide to revert bombs or something lmao
unfortunately that's what AN has to do
omnisoftkill is the order of the day
my real solution is I think interruptor should take the big axford mount
so its a real cost to bring
and I assume that it was either "AN gets a comparable weapon to the R3" (which is what I had argued for in the past) or "R3 gets significantly nerfed"
And also that comes out to "bring a yub frig, not bombers"
yeah I mean from a design pov OSP is supposed to rely more on strike than ANS who is supposed to rely on missiles
which is awkward, since presumably a reason should exist to bring an AN carrier beyond (as the title of my current AN double levy fleet goes) "softkill gambling"
(it just spams ARAD/ACT since the softkill for that is really annoying and fiddly on OSP and people don't want to do it)
thats fine, I think broadly levy should be weaker
in the same way that OSP yub really struggles atm
submunition CLN is even scarier than CVLN
Does the R3 price nerf carry over to the boxes?
they pay more per missile than R3 regularly so its a bit weird
R3 boxes will cost 2 more points than they currently do
The price of submunitions themselves is not halved, only the dispenser price
(No one who has not seen the exact formula will understand submunition pricing, and I don't blame them)
Gimme a few minutes to type it up
it's another competency issue, honestly
CLN has many, many ways to build a bad one. I've played with random CLNs before with a disconnect (handed-off ships), and people were building containers that just... wouldn't get strikes through even when I was pathing them directly up an Axford's rear, even when they did pick submunition warheads.
Meanwhile, frankly, R3+KBU22 Sturgeon was a right-click machine. The starter fleet was already the CVLN, there were no changes made to it to make it mulch people in pubs better, just maybe to perform better at higher levels of play by giving more options.
A well-built CLN just doesn't get countered unless you have 3-4 Axfords balled up or perfectly softkill ACT/[WAKE]/HOJ (which means chaffing, getting away from your chaff on the cruise path, and killing your engines early enough the validator doesn't pick you up anyway, before the containers get close enough to stage rockets into you at which point your softkill doesn't matter)
having no seekers >>>>>>>>>>>>> having seekers in high-level neb play
ah, there's also the secret alternate option of swarming the container salvo with coil/jampod tantos
but that requires good vision and having the tantos out and searching for the containers already, which means having a good and proactive levy, and that got hard countered by the 100flak bubble (which has now been nerfed multiple ways multiple times over)
jamcraft in general are still kind of bullshit as softkill tools but oh well
Yeah, ACT/[Wake]/HOJ dies to a single killjoy/offset jammer
There's two components to the pricing, the dispenser and the munitions.
- The dispenser scales linearly with warhead volume and is subject to the container's discount, at base 0.333 pts per socket weight, or 0.25 pts per 1 m^3. (And yes you do have to pay for empty/wasted space if the munitions don't divide evenly into the socket) Final discounted price 0.67 per CM-4 warhead tick, for 5.32 m^3 volume
- Munitions are based on the item's base cost, with two modifiers. The first modifier is that certain specific munitions have a 4x multiplier, the second modifier is a flat -2 per, in that order. Neither of these are discounted
Munitions with the multiplier are all types of bombs, plus Auger sprint mines
was just about to ask
Does that -2 per have a "min 1" implied?
Min 0
Ah, that's why R2 boxes are so much cheaper for rocket count
So R-2s are 0 per, you only pay for the dispenser
the offset jammer also has to be actively dodging or it eats rockets
in general it's just the same deal with ARAD/ACT against OSP: people in pubs will not bring the softkill for it (killjoys, decoytainers) and even if they do it's fiddly and annoying to make work
so it gets spammed because it's the viable seeker setup
'sides, all it has to do is reach 2km and stage rockets in your direction
And with PBT an R-3 box is going from 4 pts to 6 pts (plus avionics/seekers/etc)
Does HOJ early stage rockets? It doesn't return distance
I will avoid that by only direct-firing end-of-path rocket boxes and being very, very accurate
Anyway now that explanations are done, lemme say I hate the equation so much
lol
I do too, especially as it's not explained anywhere
So when I was toying with it I had to just build all the options and see which I thought were good deals
knowing it, I can back-figure-it-out from the info given
Yeah there's breadcrumbs of it, like "SUBM Discount: 2"
subm costs .333... per, box has 4x socket weight, and a 1/2 modifier for .666... per tick
and the discount
I think there's some fuckery with the other seekers, because I can't remember successfully early staging with the HOJ until it's pretty close to the thing anyway
so either it doesn't early stage at all or (shrug here)
I remember it was a discussion during testing, but I can't remember if Lys decided to make them early stage like hybrids
They didn't for awhile
You might never figure out bombs and sprint mines without being told though, just "these are weird for some reason"
yeah
Yeah R2 < R3 but kbu1 >> kbu2 had me scratching my head
Did you also see the RBU-15?
I think I did, but I think I'd just resigned to using kbu-2 for value so didn't look closely
the CBU-40 change is the one I'm most excited about, though, honestly
I might actually be able to fit DGLs back into my double Levies
I assume RBU-15 containers absolutely flattened someone the first time they were tested
yeah, back before they got their speed boost capped
Yeah bombs in general would fly out based on the container's speed, except when they were bugged and used the container-launching ship's speed
Also other bugs making them go much faster than they should've
The thing I'm very unhappy with here is the flechette nerf, I think we'll very quickly see that it's not optional to have flechette escort fighters when ANS can fire as many SDMs as they can.
My current Moorline can probably afford to keep its loadout if it drops every torpedo and just runs R3s and flechette cudas, but that is incredibly boring and I feel that you should in fact be able to use more than the lowest common denominator equipment.
the lowest common denominator equipment is the best equipment, which is kind of the deep structural issue I kept referring to in the past.
I do think the flechette nerf was the wrong one, but I don't have any insight as to why the 2-slot pod option wasn't chosen
would have broken everyone's existing loadouts which Lys was not willing to do 😔
(Can we get this pinned?)
I feel like cost changes already break loadouts to a similar degree though
Pricing increases also require fleet editing so really IDK how this is blocking
I know all my carriers will need major rejiggering before they're back to 3k
side-related question: can the hangar bays only launch their own ships?
Could MT2 here launch a pike, even though it's in MT3?
Yeah you can launch from other bays
<@&942093958551588904> Also, with a PTB up, do people want to play PTB or Main for boat night?
I launched the server with both, since I'm guessing many people won't have a chance to adjust fleets for PTB before boat night
(I'm probably missing tomorrow to spend time with by NBF)
well, that's miserable
I suspect this is a little bit overboard because this is basically every max-power nerf that was being discussed simultaneously, as usual, but that's life I guess
This is what I have seen as the most effective
We'll see how things look in the ptb, maybe a few things get wound back if it's a bit much
Yeah, there's an unfortunate tendency to nerf with a sledgehammer
well I've been internally and externally screaming for three days and this is what we have
I would have liked the Claymore change, the CBU change, the coil change, the R3 price change, the gunpod slots change, and the 100mm Sturgeon spread change and leave some of the others off
but all of the ones I mentioned (aside from gunpod slots which is A Technical No-Go, understandably) I'm very positive on and looking forward to
it's our fault for fucking it up in the final weeks of the testing period, despite the ANS Mains in bal-con exaggerating a lot, there is a truth that we left a few critical things overtuned which I feel pretty embarrassed about
actually being able to fit buff modules and sensors and a decent ASF complement into a double Levy fleet is going to be nice with just the insane degree of cost-cutting I had to do previous
we knew what we had to do, there just wasn't wide enough consensus to shove it in pre-release instead of in the next PTB cycle (that is, now). I'm not really willing to look back on it and say there were mistakes made there, even as the Levy Cassandra™️.
people saying that OSP deserved to have nice things and the AN concerns were overblown were reasonable in doing so
I think the game would be balanced 10x as well if it forced players to alternate factions each game lmao
I'm probably being too hard on myself idk what we would have done even if we had consensus, there was no time left anyway
yeah, it really was "100flak nerf, barracuda gunpods, 50% BF"
and then things like the claymore changes/coil buffs/CBU were kind of ish agreed on by some people but that was it
I also don't think anyone understood just how soul-crushingly awful R1s would be when they hit pub capgames because the tester cap players were all uniformly superb
either way, no need to be too hard on yourself, it's good we have these changes now and if OSP's too far down those can just get stripped back
I've been playing nothing but 3k ANS capfleet for a week because nobody else will and honestly it's been fine
I have zero faith in quick walk-backs of overdone nerfs, that's basically never how Neb has worked
Well, I'm not going in balcon because I like not being yelled at by the council of fifty people who played a Levy once, so I wish you the best of luck with it
PTB's a bit more responsive about these things than if they were implemented into main
I still think this flechette change is an abysmal idea, though
you are indeed a superb cap player, yes
Sure I am, but I've also gone basically unopposed
It's not "playing well against new and dangerous threats" it's "there are threats?"
Cap playing has been a lot like that since the patch dropped
I kill three shuttles every game, take 2/3 of the map and then sit back and watch them try to exert map control with pure craft, which doesn't work even if you get pickoffs on a few of my ships
The three things I'm most worried about are Sturg gunpod accuracy, Tanto FCR range, and flechette cost
The flechette change is a miserable idea motivated entirely by a short-sighted direct comparison to the coilgun, everything else I can move with
A game I ran into you was a wake up call to what ANS cap pressure actually feels like as OSP. Where winning most pub cap games can be done with the aforementioned 3 shuttles unescorted
FWIW I don't think any of us blame the testers, it's just a consistent pattern in Neb where something is overtuned, gets hit by two dozen different nerfs, then sits in a bad to unusable state for months
this is how I feel in general in pubs unless I see someone like cherieamie on the other team (since all the other testers have gone back to pure stacking through darg's and so I never see them anymore)
it's why I went back to not playing pubs, I got kind of tired of deleting 6k of assets and then hoping my team could tie their shoelaces
rather, not playing neb because of pubs
The first was suggested to deal with the grapeshot heavy fighter which is completely moot now, the second is not just gonna make coil strong but possibly make 20mm overbearing too, and the third is a like... a 200 pt point swing if you have 50 Cuda sorties? That's fucking huge
(Or 40 Cuda sorties and 5 nose-only Halberd ones)
there's still no fix in the PTB notes for evade makes you unable to ever fire a coilgun or hit anything with 20mm, so there is that
How jammable are Tanto FCRs? I don't really have a mental model for craft radar vs craft jamming rn
Hey, at least I can now remove all A2A munitions from my journeyman because I can't afford them anyway
Pure greed era baby
there's no such thing as A2A
if you want to destroy AN anti-air capabilities it's SEAD
completely different mission statement
This is true, and also the exact reason flechette needed to be generally accessible in a way the coilgun is not
but the Jman didn't really do that anyway so it genuinely was concerned with messing up the enemy carrier
I've been trying to develop essential sam sites for this reason
but I don't have enough experience with the game to feel confident in my build
if you're taking one of the tf maple frigates as a base it's hard to go wrong
In my pretty uneducated opinion this does feel like the biggest struggle OSP has right now yeah, kinda the reverse of the problem they used to have.
they can bring all their old captech, they just kind of don't
yeah, 'cause they have shiny and powerful new tools competing for points
the biggest struggle OSP has
is the number of players that really just want to only play ANS and have strong feelings about balance whenever OSP gets anything
MFW Collies in Foxhole
welp, multirole moorline is dead, can't fit three hangars of craft even if I remove every torpedo and S2 and just go pure rockets
only one of my builds soldiers on
did you ever finish up that anti bomber S3H, by the way?
got slightly diverted designing an anti-skiff version that didn't work, I'll tidy it up later today
I was under the impression you could S2H skiffs pretty well
damn
the hammerheads + jman list is 100 points more expensive
that's rough
So what I’m getting is that most of the changes are agreeable but the flechette points hike isn’t really liked?
But yeah I do agree that so many people start complaining when OSP gets any amount of nice things
Is Lys caving to that? Maybe a bit imo
Also, I’m fine with playing on main, people don’t seem to like this testulous
most of these changes are mandatory and only got delayed due to a lack of consensus and a lot of work needing to be done on higher priorities
there's just a few that might be too much on a glance, but we won't actually know unless we, y'know, test the Public Test Branch
because flechette is the god omniround and you'd never bring anything else in a loadout unless you're saving cost by bringing flechette pods and 20mm nose
pricing up the pods specifically isn't immediately technically possible (since that changes the cost of the whole airframe across all loadouts), and wolf mentioned that lys didn't want to expand pod size because that'd break every cuda loadout
so either you nerf flechette performance or you nerf flechette price
this price nerf is way overboard, in my book, since they actually need it to do their various jobs
I see
but I can slap VLS-2 pods to half my ANS capfleet and see how much of a moorline I can kill if they don't have it, at least